tag:blogger.com,1999:blog-3460906122833508895.post6983982282674686231..comments2024-02-13T00:25:34.752-06:00Comments on Graphic Rants: Uncharted 2Brian Karishttp://www.blogger.com/profile/03069330593380092516noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-3460906122833508895.post-64516425875917450732009-10-27T17:03:43.079-05:002009-10-27T17:03:43.079-05:00I'm going to submit an application/resume. I&#...I'm going to submit an application/resume. I'd appreciate any insight or advice. Please drop me line with any info. I could really use the work and appreciate any opportunity. Thanks Brian.<br /><br />~Cousin Jake<br /><br />Jake@Jakespenart.comJakesPenArthttps://www.blogger.com/profile/12252044685240881548noreply@blogger.comtag:blogger.com,1999:blog-3460906122833508895.post-75215404145937088602009-10-27T16:43:32.719-05:002009-10-27T16:43:32.719-05:00I'm going to submit an application/resume. I&#...I'm going to submit an application/resume. I'd appreciate any insight or advice. Please drop me line with any info. I could really use the work and appreciate any opportunity. Thanks Brian.<br /><br />~Cousin Jake<br /><br />Jake@Jakespenart.comJakesPenArthttps://www.blogger.com/profile/12252044685240881548noreply@blogger.comtag:blogger.com,1999:blog-3460906122833508895.post-9401032314522287202009-10-02T16:17:21.308-05:002009-10-02T16:17:21.308-05:00A lot of games use Gaussian blur for DOF but it tu...A lot of games use Gaussian blur for DOF but it turns out to not be what you want.<br />Just a simple uniform blur is much more physically correct and tends to look a lot better.<br /><br />They explain this quite well in the star ocean paper from GDC09.<br />(They start talking about DOF about halfway though)<br />http://research.tri-ace.com/Data/SO4_flexible_shader_managment_and_postprocessing.pptUnknownhttps://www.blogger.com/profile/14412083237522398503noreply@blogger.comtag:blogger.com,1999:blog-3460906122833508895.post-63704305357384511182009-10-01T22:35:07.991-05:002009-10-01T22:35:07.991-05:00I assume you mean the part about tone mapping. Wor...I assume you mean the part about tone mapping. Working in linear space is correct for your calculations. The HDR color will then have to be picked up by a camera. You can't display the real HDR values on a normal monitor or TV so you have to approximate the eyes response to the light. If this is linear and you just clamp the RGB, bright colors will change hue and you will get nasty colored artifacts.<br /><br />The amount of light that ends up hitting the film or sensors is based on the exposure of the camera. You really should have exposure already factored in before writing out to avoid render target precision problems so I'll leave it out of further explanation and assume the color is scaled by the current exposure.<br /><br />I was going to give a long explanation on tone mapping and light response but here's a link that should do the job: http://www.covingtoninnovations.com/dslr/Curves.html#P1. The core of the issue is the eye and film are both logarithmic in their response to light. This should be approximated with your chosen tone mapping operator before converting to sRGB which is more to compensate for the response of the monitor to voltage than anything to do with the eye.<br /><br />There are different tone mapping operators you can use. A popular one is Reinhard's http://www.cs.ucf.edu/~reinhard/cdrom/. Bungie used a quadratic shoulder but it clips quickly. Personally I like 1 - exp( -color ). Color is just rgb. It never clips and bright colors approach white.<br /><br />It really is funny how something very small can be missed so often. There are too many games I look at and cringe a bit because their fancy HDR lighting is clipping and looking crappy.Brian Karishttps://www.blogger.com/profile/03069330593380092516noreply@blogger.comtag:blogger.com,1999:blog-3460906122833508895.post-67490352176968184282009-10-01T03:55:25.528-05:002009-10-01T03:55:25.528-05:00Can you clarify the comment about bloom? All my m...Can you clarify the comment about bloom? All my math is linear, with an sRGB backend to gamma correct it; should I be worried that I'm still missing out on something here? Thanks :)Anonymousnoreply@blogger.com